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Showing posts from August, 2024

Harp Mimic

The abandoned theater proved spooky enough, especially when hunting supposed ghosts haunting the building. But clearly, something of flesh and blood lived here, a hungry something by the chewed-on corpses left behind. A giant spider perhaps? Ghouls? You spotted the golden harp your party was hired to find. As it was rumored to be magical, you weren't all that surprised when it started talking. The instrument was happy that it'd finally be taken away from this place and also let you know about a bejeweled cup over there as an additional reward. Score! As you turned away, the harp's mouth filled with teeth, its strings tentacles. This might not even get to initiative. The harp mimics can be traced back to a monstrosity adopted and raised by a bard, unsurprisingly. Said bard fed it a steady diet of rats and birds as they played the less-than-savory circuits. The mimic also took care of patrons that got a bit too handsy, of course. Over time, the bard even taught it to talk

Bridge Mimic

According to the map, your party had another day of travel before reaching a bridge crossing the rain-swelled river baring your progress. As luck would have it, though, an abandoned trade road you ran across still has an intact bridge spanning the turbulent water. The bridge wasn't on the map, but such oversights are not uncommon. What wasn't common was your boots sticking to the stones halfway across. Railing transformed into tendrils. and the bridge just twisted itself to throw the wizard into the rushing river below. It's yet another damn mimic... roll for initiative The bridge mimic's origin is simple enough. The breed is attracted to bodies of water and finds troll flesh downright addictive. To take on a troll, well, first one has to use acid to stop them from regenerating and mimics can do that. Second, you have to be big enough and tough enough to weather their attacks. Third, as a mimic anyway, you have to take a form they find attractive. Thus, a bridge! Plu

Amphora Mimic

For many, a cache of rare elvish wines might not be much of a treasure at all, but your party knew they had a gold mine on their hands. Not only would they fetch a high price with collectors, they likely would provide a damn fine drink or two. A debate broke out on if it was worth cracking open an amphora. Strangely, many of the party started acting as if they were already deep in their cups. Disagreements turned to heated arguments and you reached for the nearest amphora to start pouring hoping it would calm everyone down. The jug swallowed its cork and teeth filled the hole in its place. While your companions are swinging at one another, you've got an entirely different fight on, well, in your hands. Roll for initiative. This ancient, but rare, breed of mimic's origins are lost in myth. Some claim that a foolish elven god of revelry wanted to prove that he could make anything drunk and things went too far. Another that spiteful dwarves bred these monstrosities to hide amon

Saddle Mimic

Finding a few horses with their reins loosely tied to a tree in the forest wasn't a common occurrence, but the animals weren't skittish as your party approached to investigate. Not far off there was a small campsite that had clearly been attacked by some beast but the horses were spared. Having a steed for the trip would certainly be better than walking! When it was clear that a horse was calm and comfortable in your presence,you grabbed the saddle and swung yourself up into it. Though, now your hands... your rump... your legs are stuck to the leather. Rivets slowly turn to eyes and stitching to teeth as you find yourself sitting atop a mouth! The horse trotted off without a care, hopefully your companions can catch up soon! Roll for initiative. Developed by a horse-riding bandit gang, saddled mimics were bred to both keep their riders in the saddle and horses calm in the heat of battle. Its adhesive nature worked wonders for the first, and the monstrosities' strange na